The impact of gender on mood, attitude and future preferences of children with intellectual disabilities towards full immersive virtual reality games
Abstract
The aim of this study was to determine the impact of gender on mood, attitude and future preferences of children with intellectual disabilities (ID) towards full immersive virtual reality games. Participants were thirty-three (n=33) students (16 boys and 17 girls), aged 9 to 10 years (M=9.58, SD=.502), who had been diagnosed with mild ID but had neither comorbidity nor mobility problems. Participants attended a 6-week motor skill program based on full immersive virtual environments (Playstation VR). As measuring instrument, a part of PMEAP questionnaire of Ho, Lwin, Sng & Yee (2017) was used, and specifically the factors: "mood", "attitude" and "future preferences" towards virtual reality games as they were adapted for the Greek public by Syropoulou, Amprasi, Karageorgopoulou & Giannousi (2018). The content of the factors involves 15 self-report questions on a 5-point Likert scale, ranged from “strongly disagree” (1) to “strongly agree” (5). The gender differences were evaluated by independent samples t-tests. Independent-samples t-test analyses indicated no significant differences between the two gender groups (boys, girls) in any of the three factors of the PMEAP questionnaire. In conclusion the participants, regardless of their gender, had a positive mood and attitude toward virtual reality games, showing a strong intention for future engagement with them.References
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